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XCOM 2 |OT| Be Aggressive! Be Be Aggressive!

mishakoz

Member
Finished my normal run. Just wanted to experience the game and not worry about difficulty.

Great game, lot of common sense improvements over the last game, namely with how overwatch is handled.

Although I miss having mec troopers and gene soldiers. Two steps forward, one step back Firaxis.

I do hate how health is handled tho. I see what they were going for in this latest edition, to make armour more like armour, but that means even the slightest damage puts your guys in the medbay for days. I just would like the option to add more armour hitpoints somehow, I think the max you can have is three.

And I wish there was a way to upgrade your hacking ability.
 

Jintor

Member
Eh. Apocalypse is a much cooler idea, I'd like them to just skip to that. Make TFTD part of an expansion, doesn't deserve a full remake (IMO).

Oh, not TFTD. The fucking alien menace even the Ethereals are scared of.

Fuck it man, you know it, it's just gonna be reapers. We mass effect this whole time
 

Erheller

Member
Oh and dash into extraction zone is so fucking good. So good. I forget if that's the way it worked in 2012 or not. I don't believe so.

In the 2012 game you had to extract all units at once, but you didn't need any action points left to actually extract. If you had any units in the extraction zone at the end of a mission it would give you a prompt to leave.
 

Jintor

Member
Also fair play to Firaxis for making enemies that are actually super interesting to fight and that initially seem overpowered but that can be taken apart if you play smart. I went from fearing sectoids to stepping on them over the course of veteran. That first Codex was like "HOLY SHIT WHAT" and then by endgame I could wipe out three of them in one turn. lol.
 
Also fair play to Firaxis for making enemies that are actually super interesting to fight and that initially seem overpowered but that can be taken apart if you play smart. I went from fearing sectoids to stepping on them over the course of veteran. That first Codex was like "HOLY SHIT WHAT" and then by endgame I could wipe out three of them in one turn. lol.

Agreed. I just wish they had advanced + elite versions of aliens like they have for the advent soldiers. It would probably be pretty easy to mod in extra stats at least. I'd also like to see slightly smarter AI as well, like an elite sectoid is more likely to mindspin than use psizombie... or an elite sectoid raises 2 or even 3 psizombies at a time.
 

Sblargh

Banned
Agreed. I just wish they had advanced + elite versions of aliens like they have for the advent soldiers. It would probably be pretty easy to mod in extra stats at least. I'd also like to see slightly smarter AI as well, like an elite sectoid is more likely to mindspin than use psizombie... or an elite sectoid raises 2 or even 3 psizombies at a time.

The ball is the elite sectoid.
 

Steel

Banned
Agreed. I just wish they had advanced + elite versions of aliens like they have for the advent soldiers. It would probably be pretty easy to mod in extra stats at least. I'd also like to see slightly smarter AI as well, like an elite sectoid is more likely to mindspin than use psizombie... or an elite sectoid raises 2 or even 3 psizombies at a time.

But there are elite versions of the aliens. They're just not named as such and have additional mechanics.
Andromedons are elite mutons crossed with vipers. Avatars are basically elite Faceless. Gatekeepers are like elite sectoids, the first time one summoned zombies for me it got like 9 guys up at once(pulled 3 pods simultaneously and murdered them all in one turn in the same place, based killzone)... Holy shit.
 

Jintor

Member
I hear a lot of the XCOM 1 assets are in the SDK or whatever so hopefully we see the return of the Muton Football Team. (Actually they're already in with the pod increase mod. Ever wanted to reveal 8 beserkers on one turn? Just like Long War!)
 

Corpekata

Banned
Whelp, Iron Man Commander run enthusiasm severly dampened with a glitch that has someone stuck in mid air, and it's the blacksite mission so they'd be stuck.

I mean, I can likely survive it with the soldier just being captured (or killed if a pod is nearby) but I can't say it even makes me want to continue. If I fuck up, sure. Bugs? No thanks.
 
This game is a good case study in how I view difficulty in games. I've never been the guy who sought after tough games, like Ninja Gaiden. However, I always play by the setting that is default, and if I hear that the default difficulty is to easy I'll bump it up. Halo and The Witcher 3 are good examples of that. However, X COM 2 is such a big game, I cant afford to play until the Avatar meter counts up, or until I dont have enough money or troops to do anything. I did do it once, and just started over because I had just spent an hour and a half with the game.

I still plan on playing on the difficulty setting that it starts you off at, but I have to relay on saves if things get bad. And I'll even go until I dont think I can do any longer. For example, I lost all of my upgraded troops, and didnt start over. I got a bunch of rookies, but they were fighting enemies that were above their skill set, and I immediately lost all of them. So I feel like the punishment of losing an hour just because I was trying to preserver under difficult times is a good enough fail state for me
 
Agreed. I just wish they had advanced + elite versions of aliens like they have for the advent soldiers. It would probably be pretty easy to mod in extra stats at least. I'd also like to see slightly smarter AI as well, like an elite sectoid is more likely to mindspin than use psizombie... or an elite sectoid raises 2 or even 3 psizombies at a time.

What about a Sectoid that Dominates and then flees?
 
Any tutorials/resources on making voice packs? I'm making a few celeb voice packs, starting with British politicians.
There's a subreddit with lots of info on mods. Can't link I'm on mobile

The game needs way more voice packs, and also the option to choose "no voice" for individual soldiers. It's complicated further by Attitudes, I appreciate, but it's really jarring to me to hear certain nationalities speak in the wrong voice. They could have cut down on the "variety" of American English/French/German/Spanish/Italian in favor of more languages.

Desperately needed:
-Eastern European/Russian-accented English
-Russian
-Japanese
-Chinese

Nice to have:
-South Africa-accented English
-Irish-accented English (there's a Northern Irish one, male and female, at least)
-Nigerian
-Brazilian/Portuguese
-Korean
There's a Russian and polish voice pack out, male female. He also looking for voice actors for most of those other languages.
 
What about a Sectoid that Dominates and then flees?

That is a good start. I've seen them do things like that when the AI performs well. Even early on if a sectoid uses the psizombie from the back lines, it can be pretty effective.

I wouldn't mind all sorts of devious stuff though. Advanced/Elite Sectoid could have extra health and armor. Mind control could last longer. Maybe the sectoid goes into stasis while a psizombie it controls is alive, forcing you to kill the psizombie first.

These would hit the field way before gatekeeper. I like the way LWS did the muton centuron. It doesn't replace the mutons, but it is stronger and has a AOE ability that increases aim, will, and mobility of nearby aliens. At first advanced versions would be perhaps a 1 of in a mission, alongside other sectoids possibly. And later the elite would be that 1 of and all normal sectoids would become advanced sectoids.
 
help this mission name im dying


L5h7zI8.png
 

Jintor

Member
I can't figure out the right search terms to check it but is XCOM 2 even localised into Korean, Japanese, Chinese (Trad) and Russian yet? Not just the voice packs.

Although fuck man if I could get accurate Mando/Canto/Hakka voice packs that would be the bomb. Man I hope Firaxis release a voice synth tutorial to get the proper effect on the voice packs. (I hear each Voice Pack is like 900 seperate files though, maybe someone will make something to automate linking up those triggers)
 

Rentahamster

Rodent Whores
Street Fighter 5 just came out.


I'm so torn. Plus, I'm on another date, and I can't play either for at least the next 12 hours (barring some sneaky remote desktop shenanigans while she's showering).
 

Random17

Member
Probably the funniest thing I saw in the mod:
Flashbang disorientation - "Muton just read a Jaden Smith tweet"

When disorientation ends - "Blocked Jaden's twitter account"
 
First time through, should I save scum? I ended up beating Enemy Within on Classic Ironman, but that was after a couple scummy playthroughs.

My main fear is I fail and game over too many times and burn out on the game.

Edit: The first mission after the tutorial I lost 3 of my soldiers and the last was horrendously wounded. It was hilarious.
 

Sober

Member
This. They present overwatch ambushes as something to be desired early on in the game but I haven't found them very useful. If you do that then the aliens pretty much get a whole turn to react after you've set up your ambush. Often times that means somebody is gonna get caught somewhere they shouldn't be after 1 movement turn + 1 normal turn from the aliens. I'd much rather just set up overwatch ambush with snipers, hit the aliens with something else, and then my other guys are free to react once things scramble for cover.
They need to bring back the EU perk where you can take reaction shoots with no aim penalty. But even then overwatch shooting isn't that great unless you have some OW-specced specialist destroying stuff or a LW style OW infantry. Also when you unlock more stuff you just don't want to defer your turn at a chance to hit a target at random either.

Anyone keep playing after a squad wipe? I do after a failed mission, but wipe is basically restart.
One thing I hope gets modded in is a Long War style game where you do have to manage a real roster. I maybe have like 3 other people on rotation if some of my A-team gets knocked out and I can't heal in a pinch and need to react to a mission quick, but for the most part I just have a crapton of squaddies and corporals that never got sent out because, well, let's be honest, all the missions are like full of pods they wouldn't be able to handle without being babysat. I kinda wish there were more missions with lower enemy numbers or power levels. Or Like have 5 dark events going but have 2 of them being really easy to counter if you need something to do. Or just basically anything that LW made you able to do and expand on your options even when playing with low-ranked troops.
 

Random17

Member
First time through, should I save scum? I ended up beating Enemy Within on Classic Ironman, but that was after a couple scummy playthroughs.

My main fear is I fail and game over too many times and burn out on the game.

Edit: The first mission after the tutorial I lost 3 of my soldiers and the last was horrendously wounded. It was hilarious.

I recommend Veteran save scum, then go Commander Ironman.
 
So, I finished the game on Veteran. My god the last mission:

It became clear to me that my squad was designed for surviving damage, not killing stuff. I managed to get to final fight without any major injuries, but the final fight... I started the fight with very bad positioning so I only could seriously start killing stuff after three or so waves had already spawned. I only had one PSI-soldier, but I luckily managed to kill the first avatar thanks to my sharpshooter hitting a deadeye shot. But by then all three Avatars had spawned. Luckily I predicted mass psi enemies and I had mind shields on all soldiers.

Killing one Avatar of three eased my position, but by the time enemies started spawning on middle column platform, I was on verge of getting overwhelmed. I had ran out of explosives and heals. Waves started spawning faster than I could kill them. I missed 80% shot and 90+ % melee on the last avatar, but next shot hit and I luckily won the game.

Lessons learned:
- Gunslinger > sharpshooter, at least for my play style. I used almost none of the sharpshooter skills during my campaign
- Melee ranger is not very useful, shotgun does more damage
- Train more then one PSI soldier

I started commander ironman campaign after that, and I have 2 missions behind me with zero casualties! I consider that a victory. Now onwards to my death.
 

Jintor

Member
The real trick with the last mission is
to save all your gear until that last room. PSI is extraordinarily powerful there (as it should be themeatically I guess) even moreso than usual just because it regens over time. Unlike grenades.

I know it would break the tactical game immensely, but I wish they had a better explanation for "You can only send six/seven dudes through at a time to do this super critical thing" for stuff like "Hey we're going to assault this superfortress"
 

ISee

Member
I recommend Veteran save scum, then go Commander Ironman.

I did exactly that. And after beating commander ironman just stop. It's okay. Do not even attempt to play on 'legendary ironman'. I'm now ~ 12 mission in and there is no huge difference in difficulty between commander and legend. Just relax and play something else.


Seriously, WTF. I'm losing one soldier every 3 missions. But mag weapons and predator armor are finished now. Maybe things will brighten up a bit. My biggest WTF moment was when a disoriented Muton one shoot one of my soldiers who was behind hard cover, closely followed by a viper dogging 3 hits, then pulling one of my soldiers to him and by doing so revealing two new groups. So far I'm following a good advise and only play one-two missions a day.
 

Carcetti

Member
The real trick with the last mission is
to save all your gear until that last room. PSI is extraordinarily powerful there (as it should be themeatically I guess) even moreso than usual just because it regens over time. Unlike grenades.

I know it would break the tactical game immensely, but I wish they had a better explanation for "You can only send six/seven dudes through at a time to do this super critical thing" for stuff like "Hey we're going to assault this superfortress"

For my first playthrough I
used a lot of stuff before the final room but then my turtle instincts kicked in. The bridge before that room is a giant chokepoint slash alien butchering ground and you just have to wait for the prey to wander in.
 

Jintor

Member
For my first playthrough I
used a lot of stuff before the final room but then my turtle instincts kicked in. The bridge before that room is a giant chokepoint slash alien butchering ground and you just have to wait for the prey to wander in.

Final mission spoils:

I activated two pods at that dumb entrance to the Temple bit. They all clustered around the entrance hallway. Dropped an avatar rift and a psionic rift on them, which mind controlled the gatekeeper, so the second pod ran out of cover to charge the gatekeeper and straight into my crossfire and the survivors blew up when the avatar rift discharged.

Incredibly satisfying. Almost as good as accidentally wiping out an
avatar by taking a random rupture shot and him teleporting into a proxy mine.
 
I'm starting to notice significant slowdown between turns at about 18 hours in now. Like a good 10-15 seconds while the game thinks about switching, and especially around Overwatch too. Is there a cache or something I'm supposed to clear out? Old save files (since this thing aggressively autosaves)?
 
So I can't finish the first mission and I'm not sure if it's me or the game.

You have to stabilize an advent power converter, which is sitting on a truck bed or something. When you approach it there are green star tiles, which I assume are where you need to place a unit.

When I place a unit on one of those tiles, I get a hack target icon above my toolbar (where red enemy skull icons go). However, clicking that icon does nothing, and no hacking option show up in my toolbar. This happens regardless of which unit I place there.

I get no option to hack it, and can't finish the mission.
 

Rutti

Member
Beat the game on veteran.

Last avatar teleported next to my ranger and ended up face full of plasma.

I think I'm going to wait until some technical problems get solved before trying ironman runs.
Maybe even wait until some big DLC drops. I'm not sure yet.
 

samn

Member
So I can't finish the first mission and I'm not sure if it's me or the game.

You have to stabilize an advent power converter, which is sitting on a truck bed or something. When you approach it there are green star tiles, which I assume are where you need to place a unit.

When I place a unit on one of those tiles, I get a hack target icon above my toolbar (where red enemy skull icons go). However, clicking that icon does nothing, and no hacking option show up in my toolbar. This happens regardless of which unit I place there.

I get no option to hack it, and can't finish the mission.

I had that problem, I think it turned out to be that my unit had used up both their movement points? Or I may be confused.
 

mbpm1

Member
Satisfying things:

When you shoot an
Avatar
, then he continually teleports into your soldier's gunfire until death
 
I had that problem, I think it turned out to be that my unit had used up both their movement points? Or I may be confused.

That's not the issue. I've placed people on these tiles, waited a whole turn, and on the following turn they still couldn't interact with it.
 
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